5 min slideshow
Uncharted Animation:                  An In-depth Look at the Character                  Animation Workflow and Pipeline5 ...
Judd Simantov:           Jeremy Yates:Art Technical Lead   Lead Gameplay Animator
Introduction: What we’re going to cover       •  Early Considerations       •  First Part: Tools and Pipeline:            ...
Disclaimer                              Terminology            •  Animation rig or control rig            •  Motion captur...
Early Considerations1:15-1:20
Early Considerations                Stylized to Realism1:03-1:05
Early Considerations            •  Realism is less forgiving…            •  Integration of motion capture1:03-1:05
Initial Goals1:15-1:20
Initial Goals             Create stable rig and pipeline             ...Prevent Jak legacy problemsProportion changesNo sy...
Initial Goals                        Make keyframing and selection                      of characters really quick and int...
Initial Goals       •  Integrate Motion Capture          & Motion Builder into our pipeline1:05-1:10
First pass at our            pipeline & what we            didn’t like about it…1:15-1:20
First pass at our pipeline & what                 we didn’t like about it…                   3 Skeleton Rig Setup1:15-1:20
•  Motion Capture driving offset rig is too          abstract.1:05-1:10
•  We decided not to use MotionBuilder…1:05-1:10
First pass at our pipeline & what                 we didn’t like about it…      •  Need a tool to reference         and li...
Finally what we            ended up with!1:15-1:20
The Rig Pipeline1:15-1:20
Rig Scene Pipeline:                 Rig Referencing                                               Skeleton Linking        ...
Proxy Rig:        •  Lived in the animation rig scene1:15-1:20
Shared Skeletons:1:15-1:20
The Tools Pipeline1:15-1:20
Tools:            Character Manager Tool1:15-1:20
Tools:            Animation Import/Export                         •  300 frame                         animation of entire...
Tools:            Motion Capture Editing Tools                     Trace Mocap                   Flatten to Mocap1:15-1:20
Motion Capture Editing Tools               Trace Motion Capture:1:15-1:20
Motion Capture Editing Tools             Flatten to Motion Capture:1:15-1:20
Tools:            Keyframe/Selection                Tools (KT)1:15-1:20
Tools:            Animation Library (iToons)1:15-1:20
Tools:            Animation Time Warping1:15-1:20
Tools:            Layer Manager1:15-1:20
Tools:            Arc Tool1:15-1:20
Tools:            “True” IK/FK Spline Tool1:15-1:20
Part 2: Animation                Workflow               & Runtime1:15-1:20
12:30-12:40              The Road to Realism       •  Crossing over from cartoon to realistic                       [pre v...
12:30-12:40                  Mocap vs. Keyframe       What we Knew…       •  Wanted a hyper real look              –  (Rea...
12:30-12:40                 Mocap vs. Keyframe       Differences?       •  Motion capture              –  Hi fidelity move...
12:30-12:40                 Mocap vs. Keyframe       •  Keyframed animation              –  Low fidelity movement         ...
12:30-12:40              Mocap vs. Keyframe       How do we make this seamless?       •  Bring quality and fidelity of key...
12:30-12:40                Mocap vs. Keyframe       How do we make this seamless?       •  Keyframe approach:             ...
12:30-12:40                 Mocap vs. Keyframe       How do we make this seamless?       •  Mocap approach:              –...
12:40-12:47                 Keyframe pipeline                     walk through:              “land to run”
12:40-12:47              Keyframe pipeline                   walk through:              Video reference (p/s camera)      ...
12:40-12:47                    Keyframe pipeline                          walk through:       •  QuickTime Pro (edit/crop)...
12:40-12:47              Keyframe pipeline                   walk through:                 Video reference tool           ...
12:40-12:47                Keyframe pipeline                      walk through:              “Trace” extreme poses from vi...
12:40-12:47                    Keyframe pipeline                      walk through:       •  Accentuate timing            ...
12:40-12:47                           Keyframe pipeline                             walk through:       •  Transition to b...
12:40-12:47                     Keyframe pipeline                          walk through:       •  Fingers (library)       ...
12:40-12:47              Keyframe pipeline                 walk through:1:30-1:35
Mocap pipeline   walk through:“upper-cut”
12:47-12:54                              Mocap pipeline                              walk through:       •  Get it right o...
12:47-12:54                           Mocap pipeline                           walk through:       •  Batch mocap data to ...
1:35-1:40                        Mocap pipeline                        walk through:       •  Time warp                •  ...
12:47-12:54                                  Mocap pipeline                                  walk through:       •  Trace ...
12:47-12:54                       Mocap pipeline                       walk through:       •  Accentuate poses        [enh...
12:47-12:54                            Mocap pipeline                            walk through:       •  Fingers (library) ...
12:47-12:54              Mocap pipeline              walk through:
12:54-1:04               Layering Animations       •  Realistic character             –  Problem:                •  Weight...
1:45-1:55              Layering Animations       •    Full body layers       •    Blending       •    Additives       •   ...
How Drake Stacks up…
12:54-1:04                 Layering Animations       •  Additives: Standard uses             –  Aiming (up, down, left, ri...
12:54-1:04                 Layering Animations       •  Additives: New uses             –  Idles (cover, fight, hang, stan...
12:54-1:04               Layering Animations       •  Partials             –  Facial[facial]             –  Reloads       ...
12:54-1:04                Layering Animations                      For more information on                 the use of addi...
*   Motion capture post mortemWhy not mocap everything?     –  Mocap stage is a vacuum     –  Square peg into a round hole...
Lessons Learned
Lessons Learned•  No politics  –  Throw office politics and bottlenecks     out the window!
Lessons Learned•  Close collaboration between   animators and programmers  –  Other studios…  –  At ND…     •  Sit togethe...
Lessons Learned•  Great big ideas are fine,   but start out simple and build on it!
Jeremy Yates                            Judd Simantovwww.jeremyyates.com                      www.cgmuscle.comanimationmon...
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Uncharted Animation Workflow

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Transcript of "Uncharted Animation Workflow"

  1. 1. 5 min slideshow
  2. 2. Uncharted Animation: An In-depth Look at the Character Animation Workflow and Pipeline5 min slideshow
  3. 3. Judd Simantov: Jeremy Yates:Art Technical Lead Lead Gameplay Animator
  4. 4. Introduction: What we’re going to cover •  Early Considerations •  First Part: Tools and Pipeline: –  Initial goals for Uncharted animation –  First pipeline pass & what we didn’t like about it… –  What we finally ended up with! •  Second Part: Animation Workflow and Runtime: –  Workflow Examples – Mocap pipeline demo & Keyframe pipeline demo –  Run time Animation Post Mortem •  Lessons Learned •  Q/A?1:00-1:03
  5. 5. Disclaimer Terminology •  Animation rig or control rig •  Motion capture rig or motion capture skeleton •  Deformation Rig or Game Skeleton •  iToons is not the same as iTunes1:03-1:05
  6. 6. Early Considerations1:15-1:20
  7. 7. Early Considerations Stylized to Realism1:03-1:05
  8. 8. Early Considerations •  Realism is less forgiving… •  Integration of motion capture1:03-1:05
  9. 9. Initial Goals1:15-1:20
  10. 10. Initial Goals Create stable rig and pipeline ...Prevent Jak legacy problemsProportion changesNo symmetry in jointsEyes texturesIK issues – joints noton a planeCinematic & Gameskeleton separate – no animation compatibilityNo shared skeletons
  11. 11. Initial Goals Make keyframing and selection of characters really quick and intuitive Pick in the viewport Invisible control boxes Less clutter Custom pick walk Custom Layer manager Key-framing & Selection Tool1:05-1:10
  12. 12. Initial Goals •  Integrate Motion Capture & Motion Builder into our pipeline1:05-1:10
  13. 13. First pass at our pipeline & what we didn’t like about it…1:15-1:20
  14. 14. First pass at our pipeline & what we didn’t like about it… 3 Skeleton Rig Setup1:15-1:20
  15. 15. •  Motion Capture driving offset rig is too abstract.1:05-1:10
  16. 16. •  We decided not to use MotionBuilder…1:05-1:10
  17. 17. First pass at our pipeline & what we didn’t like about it… •  Need a tool to reference and link character skeletons. •  No way to manage animation data. •  Still way too many bottlenecks when it comes to everyday tasks. •  Tools were a little slow (all done in MEL – needed to be converted over to plug-ins)1:05-1:10
  18. 18. Finally what we ended up with!1:15-1:20
  19. 19. The Rig Pipeline1:15-1:20
  20. 20. Rig Scene Pipeline: Rig Referencing Skeleton Linking in Animation Scene Motion Capture Animation Skeleton Scene With Rigs Referenced In Animation/Keyframe Skeleton Game Animation Rig Game/Deformation Deformation Maya File Skeleton Maya File1:15-1:20
  21. 21. Proxy Rig: •  Lived in the animation rig scene1:15-1:20
  22. 22. Shared Skeletons:1:15-1:20
  23. 23. The Tools Pipeline1:15-1:20
  24. 24. Tools: Character Manager Tool1:15-1:20
  25. 25. Tools: Animation Import/Export •  300 frame animation of entire character roughly 1 second to import1:15-1:20
  26. 26. Tools: Motion Capture Editing Tools Trace Mocap Flatten to Mocap1:15-1:20
  27. 27. Motion Capture Editing Tools Trace Motion Capture:1:15-1:20
  28. 28. Motion Capture Editing Tools Flatten to Motion Capture:1:15-1:20
  29. 29. Tools: Keyframe/Selection Tools (KT)1:15-1:20
  30. 30. Tools: Animation Library (iToons)1:15-1:20
  31. 31. Tools: Animation Time Warping1:15-1:20
  32. 32. Tools: Layer Manager1:15-1:20
  33. 33. Tools: Arc Tool1:15-1:20
  34. 34. Tools: “True” IK/FK Spline Tool1:15-1:20
  35. 35. Part 2: Animation Workflow & Runtime1:15-1:20
  36. 36. 12:30-12:40 The Road to Realism •  Crossing over from cartoon to realistic [pre vis] [cartoon drake]
  37. 37. 12:30-12:40 Mocap vs. Keyframe What we Knew… •  Wanted a hyper real look –  (Realistic motion with Naughty Dog style) •  Needed mocap –  Grounding in reality •  Needed keyframed motions –  Traversal, daily production needs, hard to capture stunts •  Film examples: Matrix, LotR
  38. 38. 12:30-12:40 Mocap vs. Keyframe Differences? •  Motion capture –  Hi fidelity movement •  Dense key data –  Real world physics –  Slower movement
  39. 39. 12:30-12:40 Mocap vs. Keyframe •  Keyframed animation –  Low fidelity movement •  70% interpolated –  Smoother motion –  Interpreted physics –  More exaggerated
  40. 40. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Bring quality and fidelity of keyframed animations to same level as mocap? •  Work with mocap in such a way that it looks closer to the keyframed animation?
  41. 41. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Keyframe approach: –  “Poor Mans Mocap” [poor-mans-mc] •  Video reference •  Reference key poses from video (“trace”) •  Add “punch” to timing •  Accentuate poses
  42. 42. 12:30-12:40 Mocap vs. Keyframe How do we make this seamless? •  Mocap approach: –  “Snap” extreme poses (trace tool) •  Interpolation / smooth motion –  Add “punch” to timing •  Timing accentuated + remove unnecessary pauses –  Accentuate poses –  Similar workflow
  43. 43. 12:40-12:47 Keyframe pipeline walk through: “land to run”
  44. 44. 12:40-12:47 Keyframe pipeline walk through: Video reference (p/s camera) –  30 fps [video]
  45. 45. 12:40-12:47 Keyframe pipeline walk through: •  QuickTime Pro (edit/crop) –  Export image sequence
  46. 46. 12:40-12:47 Keyframe pipeline walk through: Video reference tool Image sequence in Maya viewport
  47. 47. 12:40-12:47 Keyframe pipeline walk through: “Trace” extreme poses from video [posing] [stepped] [interpolate]
  48. 48. 12:40-12:47 Keyframe pipeline walk through: •  Accentuate timing [timing] –  Add more snap/impact –  Make more responsive, etc •  Accentuate poses [break] – More dynamic/interesting – Readable silhouettes1:30-1:35
  49. 49. 12:40-12:47 Keyframe pipeline walk through: •  Transition to branch animation (run) –  Import branch anim (library) [run mc] –  Trace frame range [trace]
  50. 50. 12:40-12:47 Keyframe pipeline walk through: •  Fingers (library) –  itoons
  51. 51. 12:40-12:47 Keyframe pipeline walk through:1:30-1:35
  52. 52. Mocap pipeline walk through:“upper-cut”
  53. 53. 12:47-12:54 Mocap pipeline walk through: •  Get it right on the stage –  Acting (cast talent) / Direction –  Orientation –  Origin –  Z-axis –  Naming convention, etc •  Diva View (House of Moves)
  54. 54. 12:47-12:54 Mocap pipeline walk through: •  Batch mocap data to .jaf –  Auto library –  Batch Avis •  Import onto mocap layer –  Prefix * [import] •  *Move into place * [move]
  55. 55. 1:35-1:40 Mocap pipeline walk through: •  Time warp •  Great for dense key data –  Use to make motion Responsive, add Snap / Impact, Correct Cadence [before] [tw] [after] Dense key data Timewarp curve Timewarp curve (Before) (After)
  56. 56. 12:47-12:54 Mocap pipeline walk through: •  Trace poses –  Trace extremes •  Helps recreate the motion with few keyframes •  Easier editing •  Smoother interpolation [trace] [trace after]
  57. 57. 12:47-12:54 Mocap pipeline walk through: •  Accentuate poses [enhance] –  More dynamic/interesting –  Readable silhouettes •  Create breakdowns –  Any additional keyframed animation
  58. 58. 12:47-12:54 Mocap pipeline walk through: •  Fingers (library) * [fingers] –  Itoons
  59. 59. 12:47-12:54 Mocap pipeline walk through:
  60. 60. 12:54-1:04 Layering Animations •  Realistic character –  Problem: •  Weight vs. responsiveness –  Solution: Layers •  Overlapping actions
  61. 61. 1:45-1:55 Layering Animations •  Full body layers •  Blending •  Additives •  Partials
  62. 62. How Drake Stacks up…
  63. 63. 12:54-1:04 Layering Animations •  Additives: Standard uses –  Aiming (up, down, left, right) –  Firing animations [pistol] –  Leans * [run] * [lean] •  Additives: New uses –  Randomness (run, breathing, etc) [run] [rnd] [run+rnd] [breath] –  Flinches [flinch]
  64. 64. 12:54-1:04 Layering Animations •  Additives: New uses –  Idles (cover, fight, hang, stand) •  Emotional context [base] [pose] [base+pose] [cover-idles-all]
  65. 65. 12:54-1:04 Layering Animations •  Partials –  Facial[facial] –  Reloads [pistol] [ak] [gren] [game-reloads] •  Additive/partial combinations –  Additive spine –  Partial arms1:45-1:55
  66. 66. 12:54-1:04 Layering Animations For more information on the use of additive animation see: Christian Gyrling’s: Creating a Character in DRAKES FORTUNE Friday @ 9:00 am
  67. 67. * Motion capture post mortemWhy not mocap everything? –  Mocap stage is a vacuum –  Square peg into a round hole (custom) –  Timing •  Production organic •  Specific motions asap •  Slow turn around (days)
  68. 68. Lessons Learned
  69. 69. Lessons Learned•  No politics –  Throw office politics and bottlenecks out the window!
  70. 70. Lessons Learned•  Close collaboration between animators and programmers –  Other studios… –  At ND… •  Sit together and tune •  Make decisions together
  71. 71. Lessons Learned•  Great big ideas are fine, but start out simple and build on it!
  72. 72. Jeremy Yates Judd Simantovwww.jeremyyates.com www.cgmuscle.comanimationmonkey@gmail.com judd@cgmuscle.com 5 min slideshow

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